Lucht Siuil

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Lucht Siuil (Traveling Folk)
Common Alignments Tendency towards good, neutral, and some lawful (family, tradition-oriented) alignments
Common Classes Rogue, Bard, Cleric, Monk
Influencial Faiths Tarien (The Laughing One), Ceinara, Althea (Lady of the Hearth), Rada (The Fisherman, Old Itchfoot)
Most Frequently Found In Anywhere but the frozen north, though especially the Vast and Alexandros

Very few know the true origin of the An Lucht Siuil (known by the Trade tongue as the Traveling Folk), and even among scholars the truth lies shrouded. A people who are content both at home and hearth and wandering abroad as well, they may have a distant relation to the elves, though some believe they have a lot in common with humans, too. They share devotion with the gnomes for Tarien the Bard King and great Coyote. Some believe that Tarien had something to do with their creation though they venerate Ceinara equally. Overall, an An Lucht may get along with most anyone, though they're most at home within their own, great families, whose numbers might be jokingly said to be "without measure." A typical An Lucht might be described as optimistic, driven by wanderlust, excitable and filled with bravado. The Traveling Folk more then make up for their short stature by a seemingly larger then life presence.

An Lucht are by and large family and tribe oriented. Familial ties that reach back generations are important to them, and name-reciting ceremonies that detail the lives and names of kinfolk past are a favorite pasttime, often combined with copious meals, parties, and long evenings of storytelling. These ceremonies can drift from days to weeks, depending on the size of the family and intent of the celebration. It also, by extension, makes even a single An Lucht a dangerous foe: where there is one Traveler, there are sure to be twenty more and clan ties, besides.


Physical Description

The smallest of the free folk of the world who dwell in The West, the An Lucht are shorter then even the gnomes. Their skin is a rich almond color and they possess pointed ears and slightly elongated shapes to their heads that some say give them a somewhat fae-like appearance, but not quite. Elven-like eyes and pointed ears point to their origins being more elf-like in origin then human-like. Their hair is often curly with shadows of blonde and brown. Some have been known to sport dark hair colors of black. Some of them can grow to be somewhat chubby and fat and their lifestyles when they are left to themselves and to life in peace. They prefer a life of freedom, tranquility and isolation from the trials and strife of the world. Their ears are pointed and their feet naturally calloused and toughened, with their bottoms being just as durable as boots and just as, if not more capable, of protecting them as they walk; therefore, they prefer to go barefooted, a trait leaving no few bootsellers frustrated after leaving a An Lucht Siuil land. Some more primitive tribes have taken to tatooing them.

Society and Lands

An Lucht Siuil are found in nearly all corners of Arcania, excluding the distant and frozen north lands. The Travelers, as a race, prefer comfortable living as merchants, explorers and performers. They range everywhere from the Vast to the Kingdom of the Lion, either as wanderers or as part of a tribal structure. No few turn their trade as bards, turning the An Lucht Siuil tradition of storytelling into a work of art praised across Ea.

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The Traveler wanderlust appears almost ingrained, though their cultural legends give it a near spiritual significance. In their past, as the tales go, a curse befell the An Lucht tribes. What the curse was or who invoked it no one knows, but every An Lucht Siuil knows that to set down roots for too long invokes bad luck. Gatherings of families often speculate--but thus far, no one has found the source.

Different tribes have various ways of dealing with this curse. Some wander continually, while farming communities believe they may avoid it by regularly turning over their land. This practice, somewhat ironically, makes them some of the world's greater farmers. Even the land beneath their houses must be similarly turned--thus, a home must be built on stilts.

The largest An Lucht Siuil community is known as the Five Shires, which exists in the heart of the Vast in central Arcania. Their rangers protect this rolling and pleasant community of merchants, wine makers, and hard-working citizens while also maintaining strong relationships with the Phurai Dae tribes who roam The Vast. From here are produced notable wines and fine, home-made goods.

Not all An Lucht Siuil are contributors to society in this manner, however. Members of the roving band of thieves, performers and gypsies known as the Faring Folk solidify themselves as some most famous acrobats, rogues and daredevils in the Western world.

The River Folk of the great river of Myrddion dwell as merchants and traders who run great barges up and down the main trade throughway of the northwest. An Lucht Siuil from here often dress with loose pants and bright garish vests marked with the trader seal of their family. With their barges, goods, troops and many more are ferried up and down the mightiest of the rivers of the western world and the friendship of the ruling houses of Myrddion is maintained.

Other Races

They get along the most with humans and elves, seeming to carry the traits of both races and lending some to believe that their origins are tied to some ancient variation of half-elf in the most distant of histories. Many consider them to be a race of children (indeed, some An Lucht consider the term "halfling" an insult) although in doing so they often make the mistake of under-estimating them. At times to their advantage, they are often irreverently dismissed by much larger races. Yet, it is a mistake to cross the An Lucht or treat them as lesser beings. Their tendency towards practical jokes is somewhat short of legendary and their true anger, when roused, is difficult to placate and often has the backing of large families behind it. A wayward oruch may find himself, for example, immortalized in the tale-telling of a generation.

Alignment and Religion

As a group, An Lucht Siuils favor Ceinara the dancer more then any other Eidolon. In addition to her, Tarien the Trickster, they share patronage of with the gnomes. Tarien is said to have had something to do with their creation, but this belief and legend is sometimes mixed up with the tale of Tarien and the Gnomes. Nevertheless, An Lucht Siuil priests of Tarien are not uncommon but it is said that Ceinara most embodies their lifestyle and so some of them often follow her. With the focus on hearth and family, Althea also finds a place among central holdings.

It might be surprising then, that given their reputation for their lighthearted ways that An Lucht Siuil tend towards neutral and even lawful alignments. Their skew towards family and rich tradition is a large part of this tendency. Where there is one An Lucht Siuil, there are often ten more, and pranks orchestrated by entire tribes are the stuff of legend.

Adventurers

The Travelers journey for all manner of reason, be it on business for one of their families, exploring the wilds as a member of The Faring Folk or simply enjoying life itself. In cities where An Lucht communities have sprung up, they often find themselves cast into varying roles for different organizations or banding together for mutual well being and survival. An Lucht Siuils take very well to orders and societies that take advantage of their racial strengths and attributes. An Lucht Siuil who follow the path of the Rogue and even the Bard are not impossible and there are some schools of unique fighting techniques and ordered living that have produced orders of An Lucht Siuil monks.


An Lucht Siuil in the Pathfinder Campaign

The Faring Folk suffered greatly during the movement of the world as the wars in the planes sent shockwaves rippling through the material world that greatly impacted The Vast. Entire communities, including the Five Shires, found themselves briefly hurtled off plane or encountering hostile denizens of grave power with growing frequency. The result prompted the Traveler of The Vast to take a much more aggressive stance on the protection of their home and holdings in order to survive.

An Lucht Siuil Racial Traits

An Lucht Siuils live somewhat longer than humans. Most live to be around 150, though some may reach 200.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9.


An Lucht Siuil Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
An Lucht Siuil, male 2ft 8in 35 lbs +2d4 x1 lbs
An Lucht Siuil, female 2ft 6in 30 lbs +2d4 x1 lbs


An Lucht Siuil Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
20 years +2d4 +3d6 +4d6


  • Classification: humanoid (An Lucht Siuil)
  • +2 Dexterity, +2 Charisma, –2 Strength: An Lucht Siuils are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: An Lucht Siuils are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: An Lucht Siuils have a base speed of 20 feet.
  • Faring Folk: +2 racial bonus on Bluff and Sleight of Hand checks. An Lucht Siuils know how to work a crowd.
  • Fearless: An Lucht Siuils receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by An Lucht Siuil luck.
  • An Lucht Siuil Luck: An Lucht Siuils receive a +1 racial bonus on all saving throws.
  • Keen Senses: An Lucht Siuils receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: An Lucht Siuils receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: An Lucht Siuils are proficient with slings and treat any weapon with the word “An Lucht Siuil” in its name as a martial weapon.
  • Languages: An Lucht Siuils begin play speaking Common and halfling (this will take time to replace in code). An Lucht Siuils with high Intelligence scores can choose from the following: Gnoll, Gnomish, Sildanyari.

Lucht Siuil Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page.

Lucky Halfling, Well-Prepared, Go Unnoticed, Cautious Fighter, Desperate Swing, Blundering Defense